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(+1)

General:

  • Your trend of good presentation continues.
  • Use character inheritance to make sharing functionality easier. If you have a base character that the others are children of, then apply functionality in the base character and do alterations to variables in the children. That way Hoikei would have access to Dash functionality (plus whatever variables Davy exposes)
  • In general this is good progress, but some more consideration of how things will be used in gameplay and definitely some iterations on your camera would be recommended.

Dash Level

  • Character feel is nice, but very loose. Jump could be a tad snappier in its launching, perhaps? Hard to say.
  • (partly as a result of this) Camera needs a lot of consideration. A character this loose needs space around them. Think about the "window of opportunity": the time/space between objects coming into view and objects reaching the character
  • The googly eyes are a nice touch, but they send a distinct "tone" to the game. Make sure this is aligned with the rest of the team
  • Dash recharge indication works well. Totally derivative of Celeste but it works.
  • Really like the exploration of challenges (I think you really understand the process here!), but this should be broken down/labelled more specifically. This would help with defining archetypal challenges and finding variations within them, i.e.:
    • Short Gap Jump
    • Long Gap Jump
    • Jump + Dash Gap
    • Dash through large hole
    • Dash through small hole
    • Dash at peak of jump
    • Dash after/before peak of jump
  • There should be a ton of metrics coming forward from all these ideas
  • Make sure you're also producing quick sketches around these archetypes to record in the LD guide!

Zones Level:

  • Health loss needs more direct feedback. Players can use the a health bar to check how much health they have remaining, but check the distance between your tiny character and that health bar! It's easy to miss that you're being damaged.
  • Consider gameplay ramifications of the Health Regeneration zone. Don't require the player to stand still doing and thinking nothing. The player can have moments without movement as long as they're thoughtful, attentive moments with things to keep them focused.
  • The petals are a nice touch on the character, but they don't feel floaty at all in their movement. Feels nicer in walking/jumping than Davy's character.